add owner argument

This commit is contained in:
kevinz000
2020-03-16 03:24:19 -07:00
parent 5d2fb654e8
commit 703fca5f90
12 changed files with 16 additions and 16 deletions
+1 -1
View File
@@ -234,7 +234,7 @@
/obj/item/flamethrower/full/tank
create_with_tank = TRUE
/obj/item/flamethrower/run_block(real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/flamethrower/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
if(real_attack && (attack_type == ATTACK_TYPE_PROJECTILE))
var/obj/item/projectile/P = hitby
if(istype(P) && (P.damage_type != STAMINA) && damage && !P.nodamage && prob(15))
+1 -1
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@@ -115,7 +115,7 @@
/obj/item/grenade/attack_paw(mob/user)
return attack_hand(user)
/obj/item/grenade/run_block(real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/grenade/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
if(real_attack && (attack_type == ATTACK_TYPE_PROJECTILE))
var/obj/item/projectile/P = hitby
if(damage && !P.nodamage && (P.damage_type != STAMINA) && prob(15))
+1 -1
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@@ -328,7 +328,7 @@
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
/obj/item/nullrod/claymore/run_block(real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/nullrod/claymore/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
if(attack_type == ATTACK_TYPE_PROJECTILE) // Don't bring a sword to a gunfight
return NONE
return ..()
+1 -1
View File
@@ -148,7 +148,7 @@
tool_behaviour = TOOL_SAW
toolspeed = 0.7
/obj/item/melee/transforming/energy/sword/cyborg/saw/run_block(real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/melee/transforming/energy/sword/cyborg/saw/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
return NONE
/obj/item/melee/transforming/energy/sword/saber
+1 -1
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@@ -75,7 +75,7 @@
AddComponent(/datum/component/butchering, 30, 95, 5) //fast and effective, but as a sword, it might damage the results.
AddElement(/datum/element/sword_point)
/obj/item/melee/sabre/run_block(real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/melee/sabre/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
if(attack_type & ATTACK_TYPE_PROJECTILE) // Don't bring a sword to a gunfight.
return BLOCK_NONE
return ..()
+3 -3
View File
@@ -26,7 +26,7 @@
transparent = TRUE
max_integrity = 75
/obj/item/shield/run_block(real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/shield/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
if(transparent && (hitby.pass_flags & PASSGLASS))
return FALSE
if(attack_type == ATTACK_TYPE_THROWN)
@@ -183,7 +183,7 @@
w_class = WEIGHT_CLASS_NORMAL
var/active = 0
/obj/item/shield/riot/tele/run_block(real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/shield/riot/tele/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
if(!active)
return BLOCK_NONE
return ..()
@@ -250,7 +250,7 @@
transparent = FALSE
item_flags = SLOWS_WHILE_IN_HAND
/obj/item/shield/riot/implant/hit_reaction(real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/shield/riot/implant/hit_reaction(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
if(attack_type == ATTACK_TYPE_PROJECTILE)
final_block_chance = 60 //Massive shield
return ..()
+1 -1
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@@ -806,7 +806,7 @@
fitting_swords = list(/obj/item/melee/rapier)
starting_sword = /obj/item/melee/rapier
/obj/item/storage/belt/sabre/rapier/run_block(real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/storage/belt/sabre/rapier/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
if(attack_type & PROJECTILE_ATTACK) // No blocking bullets.
return BLOCK_NONE
return ..()
+2 -2
View File
@@ -454,7 +454,7 @@
total_mass_on = TOTAL_MASS_TOY_SWORD
sharpness = IS_BLUNT
/obj/item/twohanded/dualsaber/toy/run_block(real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/twohanded/dualsaber/toy/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
return BLOCK_NONE
/obj/item/twohanded/dualsaber/hypereutactic/toy
@@ -471,7 +471,7 @@
slowdown_wielded = 0
sharpness = IS_BLUNT
/obj/item/twohanded/dualsaber/hypereutactic/toy/run_block(real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/twohanded/dualsaber/hypereutactic/toy/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
return BLOCK_NONE
/obj/item/twohanded/dualsaber/hypereutactic/toy/rainbow
+2 -2
View File
@@ -752,7 +752,7 @@
armour_penetration = 100
force_on = 30
/obj/item/twohanded/required/chainsaw/doomslayer/run_block(real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/twohanded/required/chainsaw/doomslayer/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
if(real_attack && (attack_type == PROJECTILE_ATTACK))
owner.visible_message("<span class='danger'>Ranged attacks just make [owner] angrier!</span>")
playsound(src, pick('sound/weapons/bulletflyby.ogg', 'sound/weapons/bulletflyby2.ogg', 'sound/weapons/bulletflyby3.ogg'), 75, 1)
@@ -1055,7 +1055,7 @@
var/mob/living/silicon/robot/R = loc
. = R.get_cell()
/obj/item/twohanded/electrostaff/run_block(real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/twohanded/electrostaff/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
if(!on || (!can_block_projectiles && (attack_type & PROJECTILE_ATTACK)))
return BLOCK_NONE
return ..()
+1 -1
View File
@@ -312,7 +312,7 @@
if(holder)
holder.update_icon()
/obj/item/assembly/flash/shield/run_block(real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/assembly/flash/shield/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
if(real_attack)
activate()
return ..()
+1 -1
View File
@@ -73,7 +73,7 @@
/// The 0% to 100% chance for the default implementation of random block rolls.
var/block_chance = 0
/obj/item/proc/run_block(real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/proc/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/proc/_hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
SEND_SIGNAL(src, COMSIG_ITEM_HIT_REACT, args)
+1 -1
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@@ -90,7 +90,7 @@
. = ..()
AddComponent(/datum/component/butchering, 15, 125, 0, hitsound)
/obj/item/gun/magic/staff/spellblade/run_block(real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
/obj/item/gun/magic/staff/spellblade/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
// Do not block projectiles.
if(attack_type & PROJECTILE_ATTACK)
return BLOCK_NONE